Tactics Ogre: Let Us Cling Together: Class FAQ

﻿Tactics Ogre: Let Us Cling Together (PSP)
Character FAQ
Version 1.1
By Were Tiger (Biske_da_Beast@msn.com)
===============================================================================
This FAQ seeks to primarily offer an analysis on each of the classes in the
game, something that apparently is sorely needed if the topics that crop up
every day on the boards mean anything.
A crude version for now, input is appreciated. My first attempt at a FAQ so I
bear with me please.
Use Ctrl+F [whatever] to find the specific section for a class or ability.
___________
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_______________
Version History
Version 1.1: -Skills added to class section.
-Small updates, typo fixes, etc.
Version 1.0: -Initial release, human classes and action skills all done!
===============================================================================
____________________
Max Level Stat Chart
HP: Self explanatory. When it reaches 0 the unit becomes
incapacitated. (or just dies if its an enemy unit)
MP: Your spell casting resource, it functions differently than most
games. MP starts at zero at the beginning of every battle, and
will slowly accumulate over time.
Str: Affects your physical attack power.
Full value towards melee, half value towards ranged.
Vit: Affects your physical defense.
Dex: Affects your physical accuracy and physical attack power.
Half value towards melee, full value towards ranged and daggers.
Agi: Affects physical accuracy and evasion.
Avd: Affects physical evasion.
Int: Affects magic attack power.
Mnd: Affects skill and magic accuracy.
Half value affects magic defense.
Res: Affects magic defense.
ATK: Base Attack value.
DEF: Base Defense value.
These will give you an idea of how well the class deals and
takes physical damage.
WT: The class WT. Final unit RT is (Class WT + Race WT + Special
Character Mod + Equipment WT)
+==================================================================+
|Class |HP |MP |Str|Vit|Dex|Agi|Avd|Int|Mnd|Res|ATK|DEF|WT|
+==================================================================+
|Warrior |299| 0|126|118|118|119|116|117|119|114| 8| 6|32|
|Archer |279| 0|117|117|128|121|113|113|121|117| 8| 6|26|
|Wizard |244|166|116|117|117|111|113|123|116|135| 7| 7|25|
|Cleric |250|160|111|116|114|110|115|119|132|129| 7| 7|24|
|Rune Fencer |277|105|115|121|115|117|119|119|115|126| 6| 8|26|
|Knight |297| 81|117|119|116|116|123|113|121|121| 5| 9|36|
|Terror Knight |301| 77|124|118|113|114|124|120|114|120| 8| 6|38|
|Berserker |298| 0|130|117|117|111|120|112|124|126| 8| 6|34|
|Swordmaster |287| 0|118|113|123|113|121|117|122|120| 9| 5|26|
|Dragoon |291| 0|122|123|113|117|122|120|116|115| 7| 7|28|
|Ninja |288| 0|116|114|125|118|125|119|112|117| 8| 6|22|
|Rogue |287| 0|121|115|122|121|121|119|117|111| 10| 4|23|
|Fusilier |273| 0|115|132|120|122|127|115|119| 98| 6| 8|32|
|Beast Tamer |285| 0|127|114|116|122|115|113|125|115| 8| 6|30|
|Warlock |246|189|112|118|118|112|111|126|118|132| 7| 7|26|
|Necromancer |228|232|103|115|114|112|113|132|117|142| 6| 8|22|
|Lich |212|181|114|122|109|108|122|137|119|137| 5| 9|30|
|Divine Knight |281|103|124|118|122|114|120|125|117|127| 7| 7|28|
|Lord |288|152|124|119|123|118|118|118|118|118| 8| 6|25|
|Ranger |284| 0|120|118|130|121|127|113|111|118| 7| 7|25|
|Priest |260|162|114|115|117|115|112|116|135|134| 5| 9|26|
|Princess |275|178|118|118|118|118|118|124|118|124| 6| 8|25|
|Dark Priest |266|167|115|114|112|115|117|135|116|134| 5| 9|25|
|Paladin |296| 83|125|132|119|119|113|116|118|120| 6| 8|33|
|Astromancer |243|175|108|112|115|110|113|137|125|138| 6| 8|25|
|Vartan |281| 98|116|110|124|117|134|120|117|119| 8| 6|26|
|White Knight |290| 81|125|127|118|112|118|115|124|118| 6| 8|34|
|Shaman |270|175|109|116|119|114|120|128|127|125| 5| 9|25|
|Wicce |273|179|110|115|117|110|120|131|123|132| 5| 9|25|
|Songstress |279| 88|119|120|119|119|120|121|123|118| 7| 7|25|
|Buccaneer |283| 0|125|121|122|120|128|108|114|120| 8| 5|25|
|KnightCommander|296| 83|117|123|117|119|120|121|117|128| 7| 7|20|
+==================================================================+
______________
Class Analysis
WT: The class WT.
Final unit RT is (Class WT + Race WT + Character Mod + Equipment WT)
Race RT is 50 for humans.
Special Character Mods are as follows:
Ozma: -15
Ravness, Hobyrim: -12
Gildas, Folcurt: -10
Oliyva, Sherri, Lendl: -9
Cerya, Jeunan, Lanselot, Iuria, Cistina: -8
Canopus, Mirdyn, Ganpp, Denam: -7
Arycelle, Occione: -6
Warren, Vyce, Azelstan, Xapan, Catiua, Cressida, Deneb: -5
Voltare, Felicia, Rudlum: -4
Sara, Oelias: -3
Dievold, Donnalto, Phaesta, Bayin: -2
Ehlrig: -1
Tamuz: 0
Chamos: 1
Movement: This class' movement capabilities, indicating how far this unit can
move and how well it can traverse terrain.
Classmark: Where to get the classmark for this class.
Equip: What equipment this class can equip. These are usually somewhat
generalized, as some equipment have random restrictions. A * denotes
that certain equipment within this category are not usable. Most of the
time this means the class can only use one handed weapons of this type.
Magic: What spells this class can use. Categorized like so:
Standard Mage Set: All non-Light Missile Magic, Targeted Magic, Support Magic
Missile Magic: Deadshot, Vulcan Lance, Lightning Bow, Aquablast, Flamespark,
Iceblast, Spiritsurge, Word of Pain
Targeted Magic: Tornado, Cragfall, Thunderflare, Acid Rain, Firestorm,
Avalanche, Judgement, Meteor Strike
Support Magic: Whirlwind, Guarding Gale, Balmy Breeze, Black Wiliwaw, Protect,
Blade Ward, Duststorm, Petrifog, Galvanize, Stormspark,
Stunbomb, Stunslay, Quench, Stagnate, Poison Mist, Sludgebind,
Flame Fusion, Pyroclastic Flow, Misery, Brimstone, Icy Focus,
Indomitable Will, Numbing Cold, Freezing Gust, Drain Heart,
Drain Mind, Drain Power, Spellcharge, Paradigm Shift, Torpor,
Petriburst, Paralytic Wave, Poison Cloud, Deadly Poison, Sleep,
Charm, Dominate, Shackle, Fixate, Gravity Flux, Deadscream, Dead
Man's Ivy
Forbidden Magic: Aeroflux, Quake, Thunderburst, Dread Vapor, Supernova, Ice
Requiem, Heavenly Judge, Abyss
Summon Magic: Sylphide, Gnome, Thunderbird, Undine, Salamander, Wendigo,
Wisplight, Hellhound
Elemental Augments: Instill Air, Aeroguard, Instill Earth, Petroguard, Instill
Lightning, Electriguard, Instill Water, Aquaguard, Instill
Fire, Pyroguard, Instill Ice, Frostguard, Instill Light,
Lightguard, Instill Shadow, Shadow Guard
Skills: Any action and special skills this class can use, the followed by the
level learned in brackets. Skills marked with a * indicate that the
class can use the skill, but not learn it. Cross class persuasion
skills are not included.
_______________
Generic Classes
[Warrior]
===============================================================================
WT: 32
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: Fist, Dagger, 1H Sword, 2H Sword, Axe, Hammer, Cudgel*, Whip, Heavy
Armour
Magic: None
Skills: Mighty Impact(3), Vigorous Attack(15), Double Impact(25)
Seemingly the most basic and forgettable class, the Warrior is actually now
quite different from its first appearances. Although this class can use a very
wide variety of different weapons it is best to give them something 2 handed.
Their advantages largely revolve around Mighty Impact (100% crit and hit,
suppress counter), and Double Impact (Attack twice!), liberal usage is
important to keeping up with other classes. Nonetheless, for most of the game
until Double Impact becomes available, the Warrior may find himself
overshadowed. Sadly, there is not much to say about this class, as admittedly
it is the most basic one in the game despite its overhaul.
[Archer]
===============================================================================
WT: 26
Movement: 3 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: Dagger*, Bow, Crossbow, Thrown, Medium Armour
Magic: None
Skills: Tremendous Shot(3), Eagle Eye(15), Double Shot(25)
In the original game Archers were the most overpowered basic unit by far, and
this time around....they might be even better. Compared to the old Archers you
can actually see the developers tried to give them some weaknesses, like 3
Movement and a dead zone for bows, as well as defenses that aren't absurdly
high. Despite these nerfs, the Archer continues to enjoy incredible offensive
potential, unerring accuracy, insane range, and great weapon options. They
are easily the best damage dealers for the first chunk of the game, when your
melee units may be struggling to deal much damage or even just land attacks.
Some of their advantages are more subtle, such as often being able to stand in
place to quicken their turns, which in turn gives them more opportunities to
attack and increase weapon rank. More likely than not, Archers will be your
only units that come close to maxing weapon rank by the end of the main game.
Tremendous Shot (100% crit and hit) is amazing, but Double Shot (Attack twice!)
simply feels incredibly cheap. Oftentimes Archers can snipe off fragile enemy
leaders or even not so fragile ones and end battles very quickly; deploying
multiple archers is a good way to ensure a smooth and easy playthrough of the
game. Consider not using more than 1 Archer (or even any...) in your squad if
you want a challenge from the game.
[Wizard]/[Enchantress]
===============================================================================
WT: 25
Movement: 3 Slow, 1 Up, 2 Down
Classmark: Shop
Equip: Dagger*, Cudgel*, Hammer*, Caster Armour
Magic: Standard Mage Set
Skills: Meditate(3), Conserve RT(15), Engulf(25), Coax(5)
The Wizard and 'Witch' are now merged into the same class, fulfilling the role
of both attack and support with access to the majority of magic spells. This
is the basic primary caster for a good portion of the game, and performs well
at what it does until the more advanced casters become available. It's rather
unfortunate that Conserve RT (No RT cost on next spell, but this skill costs 16
RT itself...) comes early in the game when it is not worthwhile, while Engulf
(+3 magic range) has a hefty TP cost that makes it hard to abuse. Nonetheless
this unit can offer important utility by shutting down tough units until you
can deal with them such as dragons, while eventually becoming a formidable
attacker in its own right. It's important to select 1 primary element to
attack with and train up the Augment Element skill throughout the unit's
career, or offensive potential will taper off in the late game. The true
'problem' with this class is that it is largely obsoleted by its counterparts
the Warlock, Necromancer, and Lich. If not for the game's leveling system and
the difficulty of changing into the other casters it would be wise to abandon
this class the moment the others become available, but fortunately this is
somewhat discouraged.
[Cleric]
===============================================================================
WT: 24
Movement: 3 Slow, 1 Up, 2 Down
Classmark: Shop
Equip: Hammer*, Cudgel*, Caster Armour
Magic: Exorcism, Silent Light, Boon of Swiftness, Dispel, Awaken, Innervate,
Singing Light, Awaken Stone, Liberate, Cleanse, Cleanse II, Unburden,
Hearten, Ease, Heal, Major Heal, Resurrect
Skills: Mother's Blessing(12), Mother's Mercy(25), Recruit(1), Seraph's
Pact(10)
This is your standard healer class, and it serves its role....adequately.
Simply due to the nature of healing spells the Cleric can not single handedly
keep your whole squad healed on its own when you're taking heavy damage, but it
still is the most effective at attempting to do so. Mother's Blessing (double
HP recovered by next spell) can be an incredible life saver when used with
Major Heal and is really the best reason to keep one of these guys around. It
is a good idea to give your Cleric a Lobber and Field Alchemy to compliment his
spells, especially later on when there's no way this class can keep units up
with just spells if not fueled by MP items. Having been merged with the old
Exorcist, this class is also your undead destroyer, even though this job is
sufficiently covered by Exorcism scrolls...but thats probably where all those
complaints about money troubles come from.
[Rune Fencer]/[Valkyrie]
===============================================================================
WT: 26
Movement: 4 Agile, 2 Up, 3 Down, Swim
Classmark: Shop
Equip: 1H Sword, Spear, Bow*, Crossbow*, Thrown, Heavy Armour
Magic: Missile Magic, Summon Magic, Elemental Augments, Boon of Swiftness,
Dispel, Ease, Heal
Skills: HP Infusion(8), Barricade(10), Conserve MP(16), MP Infusion(24),
Recruit(1)
Although descended from the well known Valkyrie class from all the games from
the series, this incarnation is strangely completely different. Frustratingly
it no longer functions well as a dual physical-magic attacking hybrid, even
though it may appear to be one on the surface. For most of the game this
class' offensive ability is very poor, relegating the Rune Fencer to a support
role. As you would expect, attempting to cover all fronts in a hybrid role is a
difficult proposition in a game with limited skill slots, so this class becomes
further hampered by these restrictions. That said, in the support role the
Rune Fencer can perform very well, having access to essentially all the best
Divine spells like Boon of Swiftness and Ease, and backed by the means to cast
them with Conserve MP. Note that while this class technically has access to
all elements it has no reason to ever use those elements other than Divine, as
Divine offers the class far more options, somewhat inexplicably.
[Knight]
===============================================================================
WT: 36
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: 1H Sword, Axe*, Hammer, Heavy Armour
Magic: Heal, Light Augments
Skills: Phalanx(5), Rampart Shadow(12), Sanctuary Shadow(16), Guardian
Force(20), Recruit(1)
This is your tank unit, and is actually the very best at what he does, which is
absorbing damage. The actual value of this may be somewhat dubious later, but
there's no doubt that this is the game's premier tank. As a tank, they almost
always want to go sword and board, especially since their 2 handed options are
very slim anyway. This, combined with their natural slowness, results in
typically the slowest unit in the whole game. Do not expect respectable damage
from this class for long, made worse as this unit often finds that its turns
better used doing something else, resulting in slower than normal weapon
ranking. Phalanx (Reduce damage taken by 90%) sounds amazing on paper but
you're almost always better off using a healing item on yourself. By using
Phalanx you do almost guarantee the survival of the Knight, but do so by
directing attention towards your other units, which is the opposite of what you
want from a tank. Generally much more effective is their Rampart Aura, but
most front line melee classes can inherit the first two ranks of this skill,
which are the only ones you'll see for most of the game. Consequently it is
easy to find yourself overlooking this class despite its unique advantages.
[Terror Knight]
===============================================================================
WT: 38
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: 2H Sword, Axe*, Hammer, Cudgel*, Crossbow*, Heavy Armour
Magic: Drain Heart, Drain Mind, Drain Power, Dark Augments, Paralytic
Wave, Sleep, Gravity Flux
Skills: Fearful Impact(3), Shadowbreak(13), Squash(15), Lament of the Dead(20),
A somewhat awkward class that takes a lot of work to get the most out of, the
Terror Knight seeks to tank via disabling status magic and skills. Despite
being a tank the Terror Knight does not take damage very well, and can be
pretty easy to snipe off before it starts shutting down the enemy. Spellstrike
is absolutely crucial to this class' success, as otherwise status magic
accuracy will be very low. The Terror Knight will only really start to shine
once you get Lament of the Dead, inflicting Frightened on many enemies at once
can be very tide turning. Although this is the slowest class in the game, it
does not perform well with a shield so in practice it is at least slightly
faster than the regular Knight. Once in the fray the Terror Knight can
contribute reasonable but not overly impressive damage while impeding enemies
with Rampart Aura.
[Berserker]
===============================================================================
WT: 34
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: Fist, Dagger, Axe, Hammer, Cudgel*, Thrown, Heavy Armour
Magic: None
Skills: Berserk(7), Sanguine Assault(14), Risk Management(18)
Your 'all out attacker' unit, the Berserker struggles to perform in the early
stages but once it gains access to Sanguine Assault you should be very pleased
with its damage output. Berserk has its moments as well, giving this solid
class some versatility. This class does not take damage very well, and a
shield only goes so far, so it is highly recommended to stick with 2 handed
weapons. The Beserker may seem like it requires a lot of babysitting, but
think of it as the enemy feeding him TP instead. Their efforts only empower
him to wreck havoc with Sanguine Assault afterall. Still, you should be
cautious with the Berserker, as it admittedly is the most fragile among the
heavy front line classes.
[Swordmaster]
===============================================================================
WT: 26
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: 2H Katana, Medium Armour
Magic: War Dance
Skills: Preempt(8), Mighty Strike(16), Mind's Eye(24)
At first glance this appears to be an awful class, taking damage like a
Berserker while not dishing out as much. War Dances have a few gems but are
largely crap, mass Strengthen is hard to deny as good though. However, as you
build up this class you'll see its clear the Swordmaster isn't meant to tank
damage, but to avoid it. By combining Preempt with the Knockback skills you
can greatly improve this class' melee survival abilities. Used with Sidestep
the Swordmaster becomes a decent evasion tank that is overall quite survivable.
However, damage is not quite comparable to other premier attackers especially
since it must conserve TP to Preempt every turn to avoid risking really eating
it from accurate attackers.
[Dragoon]
===============================================================================
WT: 28
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: 1H Sword, 2H Sword, Axe, Spear, Cudgel*, Crossbow, Thrown*, Heavy Armour
Magic: None
Skills: Dragonslayer(8), Beastslayer(8), Dragonsbane(17), Beastbane(17),
Dragon's Wound(21)
The Dragoon's role is perhaps the most clearly defined in the game, at least
compared to the rest of the melee fighters. Very different from its previous
incarnations where it was a premier all purpose attacker, the Dragoon is now a
Dragon and Beast slaying specialist, and it definitely excels in that role.
Against other targets performance is merely average, which leads to some issues
with training up this class. This is not a class you want to deploy in every
battle, yet can make life dramatically easier for the ones you do want them in
....if they're kept adequately leveled. It's somewhat of a dilemma to decide
whether you want to deal with a mediocre unit in battles without dragons or
beasts in order to have an easier time in battles that do. The Dragoon is
somewhat more durable than most of the standard melee fighters, but it is not
exactly a tank either. A common strategy is to give the Dragoon a 2 handed
crossbow, letting it build TP effectively on squishy targets it otherwise would
have difficulty reaching in order to unleash slayer skills. Other 2 handed
weapons still work well though.
[Ninja]
===============================================================================
WT: 22
Movement: 5 Agile, 3 Up, 4 Down
Classmark: Shop
Equip: Dagger*, Hammer*, 1H Katana, Bowgun, Bow*, Crossbow*, Thrown, Medium
Armour
Magic: Ninjutsu
Skills: Concentration(3), Steelstance(16), Evanescence(25)
And now we come to the game's other really overpowered generic class. It's not
too surprising that dual wielding is very damaging, especially when on the
fastest class....its like they didn't learn anything from FFT at all. Anyway,
this class ends up with disgustingly few weaknesses in the long run, capable
of withstanding stupid amounts of punishment (for a unit with so much power)
with Steelstance on top of evasion skills, and it even gets Spell Ward IV.
Ninjutsu's effectiveness is oft debated, but in reality it just adds more
utility to this already insane class. The attack spells can even be tweaked to
do respectable damage if you so desire, but they don't really add a whole lot
when the damage output from the Ninja's physical attacks is so good. Highest
mobility among humans, absurd damage, doesn't really die all that easily....its
no shocker that the difficulty of this game goes down the gutter simply by
employing a ninja death squad. Consider not using many or any Ninjas if you
like to have fun.
[Rogue]
===============================================================================
WT: 23
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Deneb's Shop
Equip: Fist, Dagger, Hammer*, Blowgun, Bow*, Crossbow, Thrown, Medium Armour
+Shields
Magic: None
Skills: Steal(1), Sneak Attack(8), Speedstar(9), Sparagmos(10), Booby Trap(16),
Disarm(20), Fey Pact(5)
This is a interesting class that can do a lot of damage and has a lot of nifty
tricks up its sleeve. It is perhaps the most fragile class in the game, even
though it very oddly can equip the higher end shields, relying heavily on
evasion for survival as it can not abuse Steelstance like the Ninja. It is
best suited to sneak attacking with a dagger or using a 2 handed crossbow to
stay out of the fray. Sparagmos and Speedstar are both very useful abilities,
to the point where the Rogue may be hard pressed finding slots to fit all its
skills. And of course, the Rogue is the only class that can Steal, even though
there's only a handful of items worth stealing, and ranking up Steal is
incredibly slow and painful.
[Fusilier]
===============================================================================
WT: 32
Movement: 3 Agile, 2 Up, 3 Down
Classmark: Event - Chapter 4 sidequest
Equip: Dagger, Crossbow, Fusil, Medium Armour
Magic: None
Skills: Sharpshoot(3), Barricade(8), Course Correction(16)
This is an odd class that suffers from many issues, foremost of which is
attempting to fulfill a role that is already served by an extremely powerful
class, the Archer. The Fusilier also becomes available much later, at a point
where your roster is likely already firmly established. Should you attempt to
use one regardless, you will find that the Fusilier is in many ways similar to
an Archer with a crossbow, except it doesn't do as much damage, is slower,
more vulnerable to damage especially magic, have worse weapon options, and is
generally underwhelming. Alternatively you can think of this as a more
balanced(as in less blatantly overpowered) Archer, as certainly this can be a
very fun class to play around with.
[Beast Tamer]
===============================================================================
WT: 30
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Shop
Equip: Fist, Axe, Hammer, Cudgel*, Whip, Medium Armour
Magic: None
Skills: Empower Beast(8), Empower Dragon(12), Repel Beast(24), Repel
Dragon(24), Subdue(5), Tame(7)
This is one of the weaker classes, which is comparable to the old Dragon Tamer
but a tragic fall for the old Beast Tamer. Understandably this class is meant
to support Beasts and Dragons, but it usually does so best with a Lobber and so
often finds itself reduced to chucking items the entire time. The Beast Tamer
is not awful at attacking, but it certainly is not impressive either, generally
only doing so to generate TP for Empowering or persuading. The Empower skills
can lead to impressive damage if employed well, but even if you really like
Beasts and Dragons it is somewhat difficult to justify fielding this class.
You're probably better off grabbing the Subdue and Tame skills and sticking to
something else, but that doesn't mean this is a horrible class.
[Warlock]/[Witch]
===============================================================================
WT: 26
Movement: 3 Slow, 1 Up, 2 Down
Classmark: Drop/Steal - Best to farm the Mage Gildora
Equip: Dagger*, Cudgel*, Spellbook, Caster Armour
Magic: Standard Mage Set + Draconic Magic(All)
Skills: Empower Golem(8), Control Golem(1), Gordian Key(14), Golemsbane(18),
Meditate*
The Warlock is in many ways the same as the Wizard, but it becomes available
much later. It can essentially do everything the Wizard can minus Conserve RT
and Engulf, but enjoys a number of different advantages. The most noteworthy
point is that they are the only standard class that learns the Draconic Magic
command, the only other class period being the Lich. Additionally they get a
number of skills related to Golems, but frankly Golemsbane and Gordian Key fall
under the 'neat but way too narrow to warrant a skill slot' category. Empower
Golem is decent if you're into that sort of thing, but unlike Beast Tamers
Warlocks will have difficulty generating that much TP without getting hit, and
probably prefers to be Meditating anyway.
The Warlock is capable of using Divine Magic if learned from another class, but
actually suffers from an issue that is essentially the opposite of the Rune
Fencer or Princess. It can only cast the Spiritsurge and Judgement spells,
meaning it loses out on a great deal of utility compared to using another
element, made worse by the fact that you can't have both Divine and Dark Magic
commands at the same time. However, this doesn't mean that Divine Magic is
completely useless for the Warlock, due to Draconic Magic. While the other
elemental Draconic attack spells are merely strong attack spells, the light
element Starfall has a unique advantage: It exorcises any undead it hits if
they are stilled or dealt lethal damage by the spell. This actually means a
Divine specialist Warlock can be the most effective generic undead destroyer in
the game, but Starfall is not available until a good ways into the Palace of
the Dead. Without Augment Light Starfall still gives the Warlock a significant
advantage over the Wizard and even Necromancer, allowing it to destroy undead
very efficiently. Should you acquire the Starfall II spell... undead will
cease to be a problem ever again.
Starfall aside, Draconic Magic is actually....not all that interesting. The
attack spells are merely a small upgrade over normal attack spells until the
second rank ones, which are rather annoying to obtain and have extremely high
level requirements. The best utility Draconic spells like Teleport and
Springboard are also usable by the other high end casters like the Lich and
Wicce, leaving the Warlock with exclusive access to....a bunch of crappy buff
spells that are almost strictly worse than the store bought buff items. It's
still a nice advantage over the Wizard and Necromancer at least.
[Necromancer]
===============================================================================
WT: 22
Movement: 3 Slow, 1 Up, 2 Down
Classmark: Event - Chapter 4 Chaos sidequest, recruiting Cressida
Drop - Necromancers at PotD 18th Floor, after recruiting Cressida
Equip: Dagger*, Cudgel*, Caster Armour
Magic: Standard Mage Set + Necromancy
Skills: Animate Dead(3), Condemn(15), Consecrate Dead(22), Master Undead(1),
Meditate*
Somewhat absurdly this class is equally fast as the Ninja, and in practice
faster due to not having to dual wield weapons. Like the Warlock, this class
is essentially an improved Wizard, boasting significantly higher Int to go with
the of course titular Necromancy command. This is however a very elusive
class, so just upgrading all your Wizards into Necromancers is not a simple
task. Like Draconic Magic, Necromancy is nearly non-existent until the Palace
of the Dead, but once you do get it rolling it offers a fairly interesting
variety of effects. While the Curse series is of dubious use, Life Force
turns the Necromancer into a potent self sustained caster. Horrific Love can
be very powerful, even though the Bewitched status seems to be much less
effective when used by the player. As one would expect, the Necromancer works
well with Undead, Animate Dead being one of the cheaper TP skills around, and
Putrify II being quite effective. Even without Undead or Necromancy this class
largely surpasses the Wizard, being an effective mage in all ways.
[Lich]
===============================================================================
WT: 30
Movement: 3 Slow, 1 Up, 2 Down
Classmark: None*
Equip: Dagger, Cudgel*, Spellbook*, Caster Armour
Magic: Standard Mage Set + Non-Light Forbidden Magic + Necromancy + Draconic
Magic(Attack spells, Springboard, Teleport, Negate Spell)
Skills: Salvation(8), Reflection(24), Demon's Pact(1), Meditate*
Although comparatively difficult to acquire the Lich is usually considered the
most powerful generic caster, actually even rivaling the various special caster
classes. Although quite slow, the Lich possesses the highest Int in the game
to compliment its extensive spell repertoire. In addition to the standard
spells, the Lich may cast Forbidden Magic, all Necromancy spells, and some
Draconic spells, a powerful arsenal indeed. No matter what magics you choose
to have your Lich specialize in, it will do well. The Lich's special skills
are an odd bag, the bizzarely named Salvation is unlikely to be all that
useful, while Reflection is pretty neat if not for the TP cost. Note that
this incarnation of the Lich is not at all that durable, but other than that
the Lich should be everything you expect it to be.
*This is a special class that has to be transformed into.
To transform a character into a Lich, bring the character to the 41st floor of
the Palace of the Dead and have them use the Ring of the Dead item. The Ring
of the Dead can be gotten from a number of places, but most easily being the
33rd floor of the Palace of the Dead, from the female Cenobite that starts at
elevation 13. You can also acquire another from the male Death Eater starting
at elevation 20, on the 53rd floor of the Palace of the Dead. Semi-generics
are ineligible to becoming this class.
[Divine Knight]
===============================================================================
WT: 28
Movement: 4 Fly, 23 Up, 23 Down
Classmark: None*
Equip: 1H Sword, Bow*, Crossbow*, Heavy Armour
Magic: Exorcism, Spiritsurge, Judgement, Starfall, Gift of Restoration, Nullify
Strike, Dodge Blades, Ballistics, Enlighten, Phantom Shell, Holy Shield,
Sacrifice
Skills: Poignant Melody(4), Evilsbane(6), Silent Song(8), Rampart Shadow(11),
Requiem(15), Absolution(15), Sanctuary Shadow(15), Day of
Reckoning(25), Celestial Song(30), Seraph's Pact(1)
A disappointing class to many, this incarnation of the 'Angel Knight' is rather
different. Although it can learn a number of offensive light spells, it is
very poorly suited to actually using them due to the lack of Spellcraft. Its
weapon options are also very limited, generally forcing them into a sword and
board setup like their OB64 appearance. Overall, this class is somewhat
puzzling for those who already have expectations of it. Nonetheless, the
Divine Knight can be very useful thanks to its special skills which are much
better than before. Poignant Melody (Charm), Requiem (Heavy light damage to
undead), and Day of Reckoning (MP/TP reset) can be amazingly effective,
especially with this class' flight. Additionally, as a 'Knight', this class
has access to all levels of Rampart Aura if learned before hand, and as a
hybrid it can learn Spell Ward IV, which is a unique combination that allows
this class to frontline effectively. Don't try to think of the Divine Knight
as an attacker and you should be able to find many uses for this unique class.
*This is a special class that has to be transformed into.
To transform a character into a Divine Knight, have a skeleton or ghost use
the Ensanguined Rood item on the 3rd floor of the San Bronsa Ruins. The rood
can be acquired from various battles within the ruins themselves, most easily
the first, from the Lamia Witch.
If you want an existing human character to become a Divine Knight, you must
first turn them into a skeleton or ghost, an annoying task itself. To do so
you must first zombify the character with the Necromancy spell, which is
buyable from the shops in the Palace of the Dead. (Remember, anyone can
directly use the arcana to cast the spell without being a Necromancer) Next,
acquire a Book of the Dead. The earliest you can get one is on the 37th floor
of the Palace of the Dead, from the Gorgon who starts at elevation 17,
although the book also drops elsewhere. Finally you must bring the zombie
character to the 22nd floor of the Palace and have them use the book. Only
after all this will your candidate be ready for rebirth into their glorious
divine state.
_______________
Special Classes
[Lord]
===============================================================================
WT: 25
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Event - Chapter 4 story
Equip: Almost everything except fusils, robes, and some restricted equipment.
Magic: ALL! Except the restricted spell commands.
Skills: First Aid(10), Phalanx*, Mighty Impact*, Tremendous Shot*
This is Denam's special class.
A unique case to be sure. The Lord is capable of using all support skills, all
elemental magic commands plus Draconic, and a variety of action skills such a
Mighty Impact, Tremendous Shot, and Phalanx. However, this class doesn't learn
much of anything on its own, essentially completely relying on learning skills
from other classes first in order to enhance its abilities. Noticeably this
class can employ together many different skills that you normally wouldn't see
on a heavy fighter, such as Rampart Aura IV, Spell Ward IV, Swiftfoot II, and
the ever popular Double Attack. Although magic power is not wonderful, he
is able to cast every single spell available, which is a considerable perk.
Obviously this is the most flexible class in the game, and there are many ways
to customize your Lord. You'll likely end up wishing you had more skill slots!
[Ranger]
===============================================================================
WT: 25
Movement: 4 Agile, 2 Up, 3 Down, Swim
Classmark: Event - Chapter 3 Lawful story
Equip: Fist, Dagger, 1H Sword, Axe, Bow, Crossbow, Fusil*, Thrown, Medium
Armour
Magic: None
Skills: Back Attack(8), First Aid(13), Disarm(18), Recruit(1)
This is Vyce's class. Also usable by Azelstan.
This is one of the most interesting special classes in the game. In addition
to a wide array of weapon options, the Ranger may dual wield, just like its
predecessor could in the original. Thanks to the highest Dex in the game,
dual wielding daggers is no doubt highly effective, but this class can perform
well with swords, axes, or bows as well. Noticeably this class can equip
Archer exclusive equipment, including the Ji'ygla Bow, which outperforms even
the dual dagger setup. The Ranger unsurprisingly gets a number of mobility
perks as well, such as learning Swiftfoot II and being able to naturally walk
in water. This class is very vulnerable to magic however, especially since
the characters that use this class have poor Mnd. Overall the Ranger is a very
versatile and effective fighter that should serve your squad well.
[Priest]
===============================================================================
WT: 26
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Steal from various Clerics in the Phorampha Wildwood, most easily
the Male one on the first map.
Equip: Hammer*, Cudgel*, Caster Armour
Magic: Spiritsurge, Judgement, Exorcism, Silent Light, Boon of Swiftness,
Dispel, Awaken, Innervate, Singing Light, Awaken Stone, Liberate,
Cleanse, Cleanse II, Unburden, Hearten, Ease, Heal, Major Heal,
Resurrect
Skills: Holy Water(6), Absolution(15), Break Curse(18), Seraph's Pact(5)
This is Catiua's class.
In a lot of ways you can think of this as a super Cleric that can cast Divine
attack spells. For the most part it functions the same, except that the lack
of Mother's Blessing hurts the Priest's healing potential. Mnd is especially
exceptional, and overall you can expect some pretty potent Spiritsurge and
Judgement damage. The Holy Water skill is a fine supplement to the Priest's
undead destroying capabilities, even though generating the TP can sometimes be
difficult especially for successive uses. Absolution counters the scary
sounding Condemn, but in practice it is never necessary. Break Curse is yet
another one of those highly narrow skills that can't possibly justify taking
up a precious skill slot. In the end this class should serve you well as a
healer/attacker hybrid, although personally I feel that its counterpart class
is more useful.
[Princess]
===============================================================================
WT: 25
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Event - Chapter 4 story
Equip: Dagger*, 1H Sword*, Axe*, Hammer*, Cudgel*, Whip, Medium Armour
Magic: Non-Dark Targeted Magic, Non-Dark Forbidden Magic, Silent Light, Boon of
Swiftness, Dispel, Awaken, Innervate, Singing Light, Awaken Stone,
Liberate, Cleanse, Cleanse II, Unburden, Hearten, Ease, Heal + Draconic
Magic(Attack spells, Gift of Restoration, Enlighten, Phantom Shell, Holy
Shield)
Skills: Princess' Whim(10), Lucky Star(20), Holy Water*, Absolution*,
Meditate*, Recruit(1), Seraph's Pact(5)
The Princess is best compared to the Priest, and generally it performs better.
Statistically they are very similar, with the Priest coming out very slightly
on top in the magical areas. The Princess loses Spiritsurge, Exorcism, Major
Heal, and Resurrection, gaining instead Heavenly Judge and some Draconic Magic.
Generally speaking this is a good trade, since Heavenly Judge and Starfall
eclipse Spiritsurge and Exorcism, making the only real loss Major Heal.
Damage output is not as high as the Priest at first glance, but the Princess'
access to the much more powerful Heavenly Judge and Starfall spells means she
wins overall. The Priest's best skill, Holy Water, is luckily cross class
usable, making the Princess easily the best undead destroyer in the game. Much
like the Valkyrie the Princess can use different elements, but it'd be stupid
to do so. Also much like the Valkyrie the Princess is advertised as a
'mage-knight', but naturally suffers from all the same problems. Regrettably
her weapon options are even more restricted, but should it find itself
available the Brynhildr can be put to some good use in her hands, further
cementing her position of supreme undead slayer. It is worth noting that the
Princess has access to the Meditate skill, which is a great advantage over
the Magic Seed reliant Priest. Ultimately the Princess can be a sturdy and
flexible character, even if she is no longer the offensive powerhouse from the
original.
[Dark Priest]
===============================================================================
WT: 25
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Drop - Cleric in Hanging Gardens Floor 8
Drop - Cleric Templar Knight in Hanging Gardens Floor 18
Equip: Cudgel*, Spellbook, Caster Armour
Magic: Non-Light Targeted Magic, Non-Light Forbidden Magic, Drain Heart, Drain
Mind, Drain Power, Spellcharge, Torpor, Paralytic Wave, Poison Cloud,
Sleep, Charm, Gravity Flux, Whirlwind, Protect, Galvanize, Quench,
Flame Fusion, Icy Focus
Skills: Bloody Gag(10), Iron Maiden(20), Meditate*
This is a top tier attack caster statistically, but the spell options are...
very odd and restrictive. Basically the Dark Priest suffers from another case
of the Valkyrie issue, being able to cast from elements other than Dark, but
gains little from doing so. Even within Dark magic itself the Dark Priest's
options are very pick and choose, randomly being able to cast some spells and
not others. Its special skills are fairly pointless as well, suffering from
poor range and accuracy. Sadly this class is largely a waste of time unless
you like the sprite. It IS a pretty cool sprite though.
[Paladin]
===============================================================================
WT: 33
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Deneb's Shop after recruiting this class AND Deneb
Equip: 1H Sword, 2H Sword, Axe*, Spear, Hammer, Cudgel*, Crossbow*, Heavy
Armour
Magic: Awaken, Innervate, Singing Light, Awaken Stone, Cleanse, Unburden,
Hearten, Heal
Skills: Phalanx(4), Consecrate Edge(3), Rampart Shadow(10), Sanctuary
Shadow(14), Guardian Force(18), Sublime Sacrifice(20), Recruit(1)
This is Lanselot's special class.
The final class to be unlocked, so how does it measure up? Its pretty clear
that this class is a Knight variant, enjoying many of the same benefits. It
trades Instill Light for Consecrate Edge, which I'd reluctantly call a good
trade, but each has their pros and cons. The Paladin tanks damage about as
well as the White Knight, but it does get Phalanx unlike the White Knight, and
granting itself Light-touched means its a better damage dealer than both the
Knight and White Knight. He'll probably want a strong light element weapon
to make good use of his high rank default Augment Light. Sadly the game is
nearly done with by the time you get the Paladin, but you will likely be
impressed with him if you take the time to play around with the class.
[Astromancer]
===============================================================================
WT: 25
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Deneb's Shop after recruiting this class AND Deneb
Equip: Dagger*, Cudgel*, Spellbook, Caster Armour
Magic: ALL Missile Magic, ALL Targeted Magic, ALL Forbidden Magic, All Dark
Support spells, +Draconic Magic(Attack spells, Detect, Springboard,
Teleport)
Skills: Eyes of Heaven(3), Stardust Grace(10), Meditate*
This is Warren's special class.
Statistically the Astromancer is the most powerful caster class in the game,
and you'd certainly hope so considering how arduous a task it is to recruit
him. For some strange reason this class cannot cast any Support spells except
the Dark ones, which is an annoying drawback. Stormspark and Stunslay would've
been good additions to its repertoire... The Astromancer can use the elemental
Resonance skills, which are direct ports from the Dragon skills, except even
less useful due to the usual TP issue. Stardust Grace isn't too awful, since
compared to similar skills it at least can't fail, but is nonetheless a dubious
use of a skill slot. The Astromancer should be a pretty impressive class
overall, if not for the fact it comes so late.
[Vartan]
===============================================================================
WT: 26
Movement: 5 Fly, 32 Up, 32 Down
Classmark: Dropped by many Hawkmen in Chapter 1
Equip: Fist, , Dagger, Axe*, Hammer, Cudgel*, Bow*, Crossbow, Medium Armour
Magic: Non-Dark Missile Magic
Skills: Huapango Winds(10), El Colas Winds(15), Fey Pact(5)
This is Canopus' class, but generic hawkmen can use it too.
This is actually sort of a generic class I guess, but whatever. The Vartan
exhibits a number of obvious advantages off the bat, such as high movement
and of course flight. It is adept at both melee and ranged combat, so it would
be wise to play off this strength. As a flyer the Vartan can fly up high to
gain an elevation advantage and shoot much farther than normal, a powerful
ability indeed. The default setup of Axe+Bow will remain highly effective
for most of the game. This class gets two unique abilities, El Colas Winds
being by far the more useful of the two. It grants himself and nearby allies
Air-touched and Truestrike, adding a good bit of extra damage and accuracy to
your attacks. Sadly, at very high levels one handed bows cease to upgrade, a
concern that drives many players to resorting to crossbows for this class, or
simply abandoning it completely. While this is reasonably effective, this
wastes many of the Vartan's best features such as flight and flexibility.
There are pros and cons to whichever setup you choose, but careful
consideration should be made as switching on the fly to a weapon you have
no skill rank in will greatly hamper performance.
Just remember: Even without a powerful end game bow this class' damage is more
than good enough.
[White Knight]
===============================================================================
WT: 34
Movement: 4 Agile, 2 Up, 3 Down
Classmark: Event - Chapter 3 story
Equip: Fist, 1H Sword, 2H Sword, Axe*, Spear, Hammer, Cudgel*, Crossbow*,
Heavy Armour
Magic: Awaken, Innervate, Singing Light, Awaken Stone, Cleanse, Hearten, Heal
Skills: Paralysis Blade(3), Rampart Shadow(11), Sanctuary Shadow(15), Velocity
Shift(18), Guardian Force(19), Recruit(1)
This is Gildas, Mirdyn, and Ravness' special class.
As the name may suggest, this is an upgrade of sorts to the regular old Knight,
yet it doesn't actually strictly improve on it, not in all ways at least.
Noticeably this class doesn't actually take damage as well as the Knight, in
addition to not getting Phalanx. The White Knight trades Instill Light and
Lightguard for a number of status curing spells, which is generally a good
trade. This class is offensively superior however, being capable of dealing
some decent damage with a strong 2 handed weapon. Generally the White Knight
is a lot more useful than its generic counterpart as an almost purely defensive
unit is of, as discussed in its section, somewhat dubious value in this game.
Instead of Phalanx the White Knight gets 2 unique skills, Paralysis Blade and
Velocity Shift. Paralysis Blade is more effective than you might think,
effectively nullifying counterattacks and capable of being spread around to
many enemies through the White Knight's own counterattacks. With a bit of
luck, stunning a lot of your enemies can greatly reduce their offensive
potential, so this skill is in fact a pretty strong defense. Velocity Shift
is very different, but very powerful if well utilized, almost being a fully
accurate Paradigm Shift in many situations. This is a solid class that should
serve you very well, as long as you aren't expecting it to be a primary damage
dealer.
[Shaman]
===============================================================================
WT: 25
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Chapter 4 Sidequest drop
Equip: Hammer*, Cudgel*, Spellbook, Caster Armour
Magic: ALL Air, Earth, Lightning, Water, Fire and Ice spells + Draconic Magic
(attack spells only)
Skills: Nature's Whisper(3), Nature's Touch(10), Meditate*, Fey Pact(1)
This is Cistina, Olivya, Sherri, and Cerya's special class. Also usable by
Deneb and Iruria.
This is an interesting mage variant that is quite powerful. The Shaman trades
access to Dark magic for the entire spell sets of the other non-light elements,
including the otherwise fairly exclusive Summon, Forbidden, and Instill Element
spells. Magic power is lowest of the special character classes, but this is
easily made up in other ways. Summon spells offer the highest single damage
potential of all spells, often to the point of insane overkill with the level
II versions. This class is one of the casters that gets a very worthwhile TP
skill in Nature's Touch, significantly boosting the damage of their next spell.
A Nature's Touch'd level II Summon will utterly obliterate anything.
Consequently this class should consider foregoing the Meditate skill, instead
using Magic Seeds and saving TP for Nature's Touch.
[Wicce]
===============================================================================
WT: 25
Movement: 4 Slow, 1 Up, 2 Down
Classmark: Deneb's Shop after recruiting this class AND Deneb
Equip: Dagger*, Hammer*, Cudgel*, Whip, Spellbook, Caster Armour
Magic: Standard Mage Set + Non-Light Forbidden Magic + Draconic Magic
(Springboard, Teleport, Negate Spell, Nullify Strike)
Skills: Witch's Smile(3), Magic Time!(10), Stirring Kiss(18), Meditate*,
Control Golem(1)
This is Deneb's special class.
Yet another 'super wizard' class, this one's selling point is her Magic Time!
skill. Compared to the Englighten spell and Spiritstone of the Stars item,
the Magic Time! skill doesn't consume your turn, which is a nice perk and that
makes it more usable. TP is still an issue however, conflicting with Meditate
the same way Nature's Touch does. That aside this is just another souped up
Wizard class that also gets Forbidden Magic, somewhat disappointing for the
effort involved. Still, Magic Time! combined with formidable stats makes her
into a strong caster, so there's not too much to complain about.
[Songstress]
===============================================================================
WT: 25
Movement: 5 Fly, 32 Up, 32 Down
Classmark: Deneb's Shop after recruiting this class AND Deneb
Equip: Dagger, Hammer*, Cudgel*, Whip, Instrument, Medium Armour
Magic: Song
Skills: Echoing Voice(8), Resounding Voice(16), Recruit(1)
This is Iuria's special class.
Something of an overly specialized support class, if you ask me. The
Songstress' unique feature is of course the Song command. Unfortunately, most
of these are just buff and debuff spells except multi-target in a point blank
radius around her. Most of these are pretty underwhelming by the point you
get this class, although mass Spellcraft and MP restore at least has some
potential. Mobility is good at least, and with enough skill ranks physical
attack damage with instruments is almost passable. Too bad they aren't ranged
like the FFT Harps.
[Buccaneer]
===============================================================================
WT: 25
Movement: 4 Agile, 2 Up, 3 Down, Swim
Classmark:
Equip: Fist, Dagger, 1H Sword, 2H Sword, Axe, Whip, Crossbow*, Fusil*, Thrown*,
Medium Armour
Magic: None
Skills: Barricade(6), Evade(8), Speedstar(10), Shadowbreak(12), Back
Attack(15), Stirring Kiss(18), Apostate(20), Risk Management(22)
This is Azelstan's special class. Also usable by Denam, Vyce, and Canopus.
Another class that can Double Attack with daggers, so how bad can it be? For
something more fun you can try 1H sword and fusil, recreating a stereotypical
pirate look :D That aside, this is one of the better classes, in particular
getting the useful Speedstar. This class gets quite a few other skills too,
although most of them aren't particularly useful they still serve to help round
out this versatile class. The Buccaneer is comparable to the Ranger, enjoying
the same movement advantages like Swiftfoot II and swimming, but is probably
superior overall thanks to Speedstar. Other than that the Buccaneer is not too
different from its counterpart, so you should have a good idea of what to
expect from it.
[Knight Commander]
===============================================================================
WT: 20
Movement: 4 Agile, 2 Up, 3 Down, Swim
Classmark: Drop - Possible from most of the Knight Commanders
Steal - Zombie Templar Knight encountered when its raining at Reisan
or Vanessan. Must have already recruited this class in both cases.
Equip: Dagger, 1H Sword, 2H Sword, Hammer*, Whip, Crossbow, Heavy Armour
Magic: Missile Magic, Targeted Magic, Heal
Skills: Mighty Impact(3), Gordian Key(8), Intimidate(10), First Aid(14),
Intercession(14), Shadowbreak(14), Dragonslayer(16), Beastslayer(16),
HP Infusion(17), Squash(20), Ivory Tower(23)
This is Ozma's special class.
AKA the 'Templar Commando', this was a highly longed for class in the original.
At long last it is playable, and even in your wildest dreams you would not
have imagined how powerful it is. The Knight Commander is very fast, can equip
a wide variety of equipment, cast standard attack spells, cast healing spells,
walk in water, become invulnerable to physical attack, slay beasts and dragons
with ease, use Swiftfoot II and Rampart Aura IV, dual wield, and is an all
around powerful fighter. Suffice to say, this is a fairly absurd class! It
nonetheless suffers from hybrid issues should to attempt to use it that way,
but generally the Knight Commander should excel no matter how you choose to
employ it. Realistically, this class' only weakness is vulnerability to status
conditions due to the lack of Spell Ward III and IV.
______
Skills
________________
Action & Special
+=======================================================================+
|[Mighty Impact] |
+=======================================================================+
|Learned: Warrior(3), Knight Commander(3) |
|Usable: Lord |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee weapons such as swords and axes to score |
|automatic criticals with 100% accuracy. These attacks are not subject |
|to counterattacks. |
|-----------------------------------------------------------------------|
|Simple enough, and certainly useful. Aside from being a damage boost |
|this can be used to knock enemies off cliffs or other creative uses. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Double Impact] |
+=======================================================================+
|Learned: Warrior(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Allows two attacks to be made with melee weapons |
| |
|-----------------------------------------------------------------------|
|At last, this will make your Warrior do more than competitive damage. |
|This comes very late however, which is a shame since they really |
|could've used it sooner.
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Vigorous Attack] |
+=======================================================================+
|Learned: Warrior(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Cause melee attacks of friendly units within 2 tiles to |
|hit with 100% accuracy. |
|-----------------------------------------------------------------------|
|Why bother? You won't really be missing all that much by this level |
|either, so there's always better things to spend that much TP on. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Double Shot] |
+=======================================================================+
|Learned: Archer(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Allows two attacks to be made with ranged weapons. Does |
|not apply to the Lobber or fusils. |
|-----------------------------------------------------------------------|
|As if Tremendous Shot were not good enough they decided to give Archers|
|a skill that will let them kill most units in a single round. |
|Note that this skill fails when attacking out of your normal range, so |
|I find it worthwhile to have both this and Tremendous Shot equipped. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Eagle Eye] |
+=======================================================================+
|Learned: Archer(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Boost the accuracy of ranged attacks to 100% for all |
|friendly units within 2 tiles. Does not apply to fusils. |
|-----------------------------------------------------------------------|
|This is pretty stupid when you could rape something with Tremendous or |
|Double Shot instead. Besides, your accuracy issues should be resolved |
|by the time this becomes available. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Tremendous Shot] |
+=======================================================================+
|Learned: Archer(3) |
|Usable: Lord |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause ranged weapons such as bows and crossbows to score |
|automatica criticals with 100% accuracy. Does not affect fusils. |
|-----------------------------------------------------------------------|
|This is what makes Archers dominate basically the entire main game. |
|There's not a lot to say really. Use this. A lot. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Meditate] |
+=======================================================================+
|Learned: Wizard(3) |
|Usable: All primary magic users, except Cleric and Priest |
|-----------------------------------------------------------------------|
|TP: 15 ||RT:+13 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Restores a small amount of MP. The amount of MP restored|
|increases with rank. |
|-----------------------------------------------------------------------|
|The expected amount of MP restored is 5 per rank, making it 40 MP at |
|Rank 8, but there is a variance in the actual amount you get. This |
|seems pathetically weak initially, but becomes very worthwhile at high |
|ranks. Remember, many pieces of armour grant Meditate rank bonuses, |
|greatly improving its effectiveness. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Engulf] |
+=======================================================================+
|Learned: Wizard(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Increase area of next spell cast by 3. |
| |
|-----------------------------------------------------------------------|
|The in game description (and by extension, the correctness of the name)|
|is wrong. This actually enhances cast range by 3, not area. |
|Its sorta cool but by the time you get this much more powerful casters |
|that are superior to the Wizard are available. Pity. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Conserve RT] |
+=======================================================================+
|Learned: Wizard(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Reduce RT of next spell cast to 0. |
| |
|-----------------------------------------------------------------------|
|This isn't very worthwhile for most of the middle tier spells, still |
|only saving you only 12 RT on a Level IV Targeted spell. Wizards can't|
|cast Forbidden Magic either, so this ends up being rather sad. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Coax] |
+=======================================================================+
|Learned: Wizard(5) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to PERSUADE a REPTILE unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|HERPETOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Recruit] |
+=======================================================================+
|Learned: Cleric(1), Rune Fencer(1), Knight(1), Ranger(1), Princess(1) |
|Paladin(1), White Knight(1), Songstress(1) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to PERSUADE a HUMAN unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|ANATOMY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Seraph's Pact] |
+=======================================================================+
|Learned: Cleric(10), Divine Knight(1), Priest(5), Princess(5) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to WIN a DIVINE unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|SACROLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Mother's Mercy] |
+=======================================================================+
|Learned: Cleric(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Removes all debuffs from the caster. |
| |
|-----------------------------------------------------------------------|
|The only time this is useful is when your Cleric is getting absolutely |
|bombarded with status, but when does that seriously happen? Not to |
|mention that the most debilitating status prevent him from getting this|
|skill off too. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Mother's Blessing] |
+=======================================================================+
|Learned: Cleric(12) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Double HP restored by next DIVINE MAGIC spell. If next |
|divine magic spell does not restore HP, the effect is lost. |
|-----------------------------------------------------------------------|
|This is pretty fantastic, although it suffers from the usual TP issues |
|for casters. Nonetheless, a well placed Mother's Blessing can bring |
|your whole team back from the brink of death. Additionally, Clerics |
|under fire will be able to pump these out turn after turn, so creative |
|positioning of your Clerics may allow you to really abuse this skill. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Conserve MP] |
+=======================================================================+
|Learned: Rune Fencer(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Reduce MP cost of next spell cast to 0. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[HP Infusion] |
+=======================================================================+
|Learned: Rune Fencer(8), Knight Commander(17) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Convert accumulated TP to HP. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[MP Infusion] |
+=======================================================================+
|Learned: Rune Fencer(24) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Convert accumulated TP to MP. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Barricade] |
+=======================================================================+
|Learned: Rune Fencer(10), Fusilier(8), Buccaneer(6) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 60 ||RT:+22 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Place a barricade that serves as an obstacle. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Guardian Force] |
+=======================================================================+
|Learned: Knight(20), Paladin(18), White Knight(19) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Redirects 50% of damage taken by friendly units within 2 |
|tiles to the target unit until next attack turn. |
|-----------------------------------------------------------------------|
|This does an okay job at protecting your other characters, but damage |
|is taken at 100% so it is possible to get the Knight killed through |
|this. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sanctuary Shadow] |
+=======================================================================+
|Learned: Knight(16), Divine Knight(15), Paladin(14), White Knight(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Creates a shadow of the caster with SANCTUARY. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Phalanx] |
+=======================================================================+
|Learned: Knight(5), Paladin(4) |
|Usable: Lord |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Reduce HP damage taken by 90% until next attack turn. |
|the unit cannot make counterattacks during this time. |
|-----------------------------------------------------------------------|
|This isn't good as an actual tanking ability unless cleverly utilized, |
|so its more likely to end up as a desperation act or to deter taking |
|in the first place for the Lord. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Rampart Shadow] |
+=======================================================================+
|Learned: Knight(12), Divine Knight(11), Paladin(10), White Knight(11) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Creates a shadow of the caster with RAMPART AURA. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Lament of the Dead] Dark Affinity|
+=======================================================================+
|Learned: Terror Knight(20) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: FRIGHTEN enemy units within 2 tiles. Accuracy increases |
|with rank. |
|-----------------------------------------------------------------------|
|This is really quite good. Try to maximize Mnd for best success rates.|
|Frightening large groups of enemies will make life much easier. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Shadowbreak] |
+=======================================================================+
|Learned: Terror Knight(13), Buccaneer(12), Knight Commander(14) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 5 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Dispel a shadow. |
| |
|-----------------------------------------------------------------------|
|This does exactly what it says, dispelling a shadow from the Rampart |
|Shadow and Sanctuary Shadow skills. Obviously this is narrow beyond |
|belief and will never justify taking up a slot. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Fearful Impact] |
+=======================================================================+
|Learned: Terror Knight(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee weapons to hit with 100% accuracy and always |
|FRIGHTEN the target. |
|-----------------------------------------------------------------------|
|This isn't a bad use of TP until Lament of the Dead comes along, but |
|once it does it largely eclipses Fearful Impact in usefulness. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Squash] |
+=======================================================================+
|Learned: Terror Knight(15), Knight Commander(20), Hoplite(??) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1-3 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Remove a barricade or Jack-o'-Lantern. |
| |
|-----------------------------------------------------------------------|
|This is about as useful as Shadowbreak. That is to say, utter crap. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Berserk] |
+=======================================================================+
|Learned: Berserker(7) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee weapons to hit all units in the tles directly|
|in front of, diagnally forward from, and to to the sides of the |
|attacker, regardless of weapon range. Friendly fire is possible. |
|-----------------------------------------------------------------------|
|Although most of the time Sanguine Assault will be prefered, this isn't|
|bad at all if used well. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sanguine Assault] |
+=======================================================================+
|Learned: Berserker(14) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Increase target's STR by 50% when making melee attacks. |
| |
|-----------------------------------------------------------------------|
|This will make your Berserker hit like a truck. Simple enough, and has|
|the perk of still being able to crit. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Risk Management] |
+=======================================================================+
|Learned: Berserker(18), Buccaneer(22) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Redirect all damage taken by the target to friendly units|
|within 2 tiles until next attack turn. |
|-----------------------------------------------------------------------|
|This doesn't reduce the damage taken at all, so its liable to get your |
|fellows killed. However, you can't take more damage more than your |
|have HP, so when you're about to die this can be surprisingly |
|effective in some situations. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Preempt] |
+=======================================================================+
|Learned: Swordmaster(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Until next attack turn, unit will preempt incoming |
|melee attacks with an attack of its own. Does not apply to attacks |
|outside the unit's attack range. |
|-----------------------------------------------------------------------|
|This interacts interestingly with the Knockback skills, allowing the |
|swordmaster to knock away assailants before they can even attack. |
|Subject to the same limitations of Knockback however, so this is not |
|reliable even with Knockback IV. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Mighty Strike] |
+=======================================================================+
|Learned: Swordmaster(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Increase ATK by 25% when making katana attacks. |
| |
|-----------------------------------------------------------------------|
|Not as good as other damage boosting skills, made further worse by the |
|fact that the Swordmaster often needs to be using Preempt if it doesn't|
|want to take a ton of damage. Additionally the Swordmaster will have |
|trouble finding the space to put this skill. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Mind's Eye] |
+=======================================================================+
|Learned: Swordmaster(24) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 60 ||RT:+22 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause target to evade all melee attacks until next attack|
|turn. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Dragonslayer] |
+=======================================================================+
|Learned: Dragoon(8), Knight Commander(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee attacks on dragon units to deal increased |
|damage and hit with 100% accuracy. |
|-----------------------------------------------------------------------|
|Rapes Dragons like nobody's business, enough said. Actually, building |
|the TP up to use this can be difficult sometimes, so don't hesitate to |
|hit something else first to get the TP. Additionally, this actually |
|DOES work with ranged attacks. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Dragon's Wound] |
+=======================================================================+
|Learned: Dragoon(21) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 4 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Remove DRAGON'S SCALE with a 100% success rate. |
|-----------------------------------------------------------------------|
|Although Dragon's Scale can be infuriating, its still pretty difficult |
|to justify this skill. Your mileage may vary. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Dragonsbane] |
+=======================================================================+
|Learned: Dragoon(17) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Increase melee damage dealt to dragon units by friendly |
|units within 2 tiles. |
|-----------------------------------------------------------------------|
|Most of the time this is pretty dumb when you can just kill the damn |
|thing with a Dragonslayer instead, not too mention that if your other |
|units aren't doing much damage to dragons in the first place this won't|
|actually improve that situation by much. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Beastslayer] |
+=======================================================================+
|Learned: Dragoon(8), Knight Commander(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee attacks on beast units to deal increased |
|damage and hit with 100% accuracy. |
|-----------------------------------------------------------------------|
|Really great for showing those octopi who's boss. However, beasts in |
|general aren't nearly as resilient as dragons, while octopi don't |
|appear all that often. So this isn't quite as useful as |
|Dragonslayer, but you'll still be glad you have it against octopi. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Beastbane] |
+=======================================================================+
|Learned: Dragoon(17) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Increase melee damage dealt to beast units by friendly |
|units within 2 tiles. |
|-----------------------------------------------------------------------|
|Like Dragonsbane, this isn't worth the TP or skill slot. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Evanescence] |
+=======================================================================+
|Learned: Ninja(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 100 ALL ||RT:+30 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Launch a desperate attack that deals damage to units |
|within 2 tiles and leaves the caster INCAPACITATED. |
|-----------------------------------------------------------------------|
|>_> |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Concentration] |
+=======================================================================+
|Learned: Ninja(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause ninjutsu to hit with 100% accuracy. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Steelstance] |
+=======================================================================+
|Learned: Ninja(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Increase DEFENSE until next attack turn. |
| |
|-----------------------------------------------------------------------|
|This is a pretty borked skill, largely eliminating the Ninja's only |
|weakness. It actually isn't THAT good, except that Ninja are insane |
|to start with, so this just exuberates the problem. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Steal] |
+=======================================================================+
|Learned: Rogue(1) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Steal items from enemies. Success rate and variety of |
|items that can be stolen increase with rank. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sneak Attack] |
+=======================================================================+
|Learned: Rogue(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause melee attacks from behind to deal considerably |
|more damage. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Fey Pact] |
+=======================================================================+
|Learned: Rogue(5), Vartan(5), Shaman(1) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to PERSUADE a FAERIE unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|SPIRITOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Speedstar] |
+=======================================================================+
|Learned: Rogue(9), Buccaneer(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant QUICKENED to the user. |
| |
|-----------------------------------------------------------------------|
|What's not to like? Cheap TP wise too. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Booby Trap] |
+=======================================================================+
|Learned: Rogue(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 25 ||RT:+15 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Lay a trap in an adjacent tile. A tarot card is required|
|to set traps. |
|-----------------------------------------------------------------------|
|Pretty useless, sadly. You can inflict a wide variety of status or |
|do paltry damage with this, hardly worth the time or even tarot. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Disarm] |
+=======================================================================+
|Learned: Rogue(20), Ranger(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 35 ||RT:+17 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Disarm a trap in an adjacent tile. |
| |
|-----------------------------------------------------------------------|
|This is a waste of time. Rogues already have way better skills to use,|
|and traps aren't even remotely threatening, or even that common. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sparagmos] Wind Affinity|
+=======================================================================+
|Learned: Rogue(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range attack that deals SLASHING AIR damage to |
|MULTIPLE TARGETS by targeting their vital areas. |
|-----------------------------------------------------------------------|
|This benefits from Augment Air and can do some pretty impressive damage|
|with sufficient ranks. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Course Correction] |
+=======================================================================+
|Learned: Fusilier(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 60 ||RT:+22 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause ranged attacks with fusils to ignore obstacles and |
|hit with 100% accuracy. |
|-----------------------------------------------------------------------|
|This is pretty necessary if you suck at aiming fusils, but then you |
|give up using Sharpshoot. Try to avoid this whenever you can, but this|
|is still situationally useful for making otherwise impossible shots. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sharpshoot] |
+=======================================================================+
|Learned: Fusilier(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause fusils to score automatic criticals with 100% |
|accuracy. |
|-----------------------------------------------------------------------|
|Not enough to compete with Archers. Nothing wrong with the skill |
|itself though. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Empower Dragon] |
+=======================================================================+
|Learned: Beast Tamer(12) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: * ||Area: |
|-----------------------------------------------------------------------|
|Description: Enhance attacks of friendly dragon units to deal maximum |
|damage. Target area increases with rank. |
|-----------------------------------------------------------------------|
|TP cost is pretty high, but this is usually worth it if you can combine|
|it with a beefy dragon breath attack. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Empower Beast] |
+=======================================================================+
|Learned: Beast Tamer(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: * ||Area: |
|-----------------------------------------------------------------------|
|Description: Enhance attacks of friendly beast units to deal maximum |
|damage. Target area increases with rank. |
|-----------------------------------------------------------------------|
|Basically the same thing as the Dragon version really. Particularly |
|powerful when used in conjunction with skills like Poison Rain or Wind |
|Shot. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Subdue] |
+=======================================================================+
|Learned: Beast Tamer(5) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to PERSUADE a BEAST unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|TERATOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
|Ganpp comes with Rank 2 of this skill. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Tame] |
+=======================================================================+
|Learned: Beast Tamer(7) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to PERSUADE a DRAGON unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|DRAGONOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
|Occione comes with Rank 2 of this skill. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Repel Dragon] |
+=======================================================================+
|Learned: Beast Tamer(24) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Evade all dragon attacks until next attack turn. The |
|unit cannot make counterattacks during this time. |
|-----------------------------------------------------------------------|
|Okay. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Repel Beast] |
+=======================================================================+
|Learned: Beast Tamer(24) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Evade all beast attacks until next attack turn. The |
|unit cannot make counterattacks during this time. |
|-----------------------------------------------------------------------|
|Stupid. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Empower Golem] |
+=======================================================================+
|Learned: Warlock(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: * ||Area: |
|-----------------------------------------------------------------------|
|Description: Enhance attacks of friendly golem units to deal maximum |
|damage. Target area increases with rank. |
|-----------------------------------------------------------------------|
|This can lead to pretty sick Heaven's Tears or Raven Eyes, but unlike |
|the Beast Tamer the Warlock sucks at generating TP. Its not bad still,|
|but you just won't get to see it in action much. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Control Golem] |
+=======================================================================+
|Learned: Warlock(1), Wicce(1) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to COMMAND a GOLEM unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|GOLEMY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
|Deneb comes with Rank 2 of this skill. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Gordian Key] |
+=======================================================================+
|Learned: Warlock(14), Knight Commander(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 4 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Remove GORDIAN LOCK with a 100% success rate. |
|-----------------------------------------------------------------------|
|I've never actually seen a Golem use Gordian Lock, so yea. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Golemsbane] |
+=======================================================================+
|Learned: Warlock(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Increase melee damage dealt to golem units by friendly |
|units within 2 tiles. |
|-----------------------------------------------------------------------|
|Interestingly this is cheaper in TP than the other -bane skills. Still|
|sucks though, unless you're having enormous issues with golems. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Master Undead] |
+=======================================================================+
|Learned: Necromancer(1) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to BIND a PHANTOM unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|THANATOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Animate Dead] |
+=======================================================================+
|Learned: Necromancer(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 7 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Instantly REVIVE stilled units. |
| |
|-----------------------------------------------------------------------|
|This is fairly annoying when used by enemy Necromancers, so it should |
|pretty good if you have undead of your own. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Consecrate Dead] |
+=======================================================================+
|Learned: Necromancer(22) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Prevent stilled undead units from being revived. Can be |
|negated with ANIMATE DEAD. |
|-----------------------------------------------------------------------|
|Not as good as actually getting rid of the undead, but not bad either. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Condemn] |
+=======================================================================+
|Learned: Necromancer(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Prohibit ressurrection via magic or items. Remains in |
|effect across the battlefield until negated. |
|-----------------------------------------------------------------------|
|The AI will never revive units, even in multiplayer, so this isn't |
|actually useful to the player, ever. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Demon's Pact] |
+=======================================================================+
|Learned: Lich(1) |
|Usable: All humans and humanoids |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Attempt to BIND an UMBRA unit to your cause. The |
|lower their HP and loyalty, the higher the chance of success. The |
|DAEMONOLOGY skill also affects the outcome. |
|-----------------------------------------------------------------------|
|Like all persuasion skills Rank affects the Range at which you can |
|persuade with full accuracy. You suffer significant penalties for |
|each tile further from the target than your Rank |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Salvation] |
+=======================================================================+
|Learned: Lich(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Divide the caster's MP among friendly units within 2 |
|tiles if it is at 50% or more of the max, otherwise absorb MP from |
|surrounding units until the caster reaches max MP. |
|-----------------------------------------------------------------------|
|???? lol |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Reflection] |
+=======================================================================+
|Learned: Lich(24) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Cause spells cast on friendly units within 2 tiles to be |
|reflected back to the caster. |
|-----------------------------------------------------------------------|
|Pretty cool! The AI isn't smart enough to circumvent this and may |
|end up inflicting status on themselves. Shame about the intense TP |
|cost though. A Lich isn't generating much TP unless its getting hit. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Silent Song] Light Affinity|
+=======================================================================+
|Learned: Divine Knight(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range attack that unleashes a hushed hymn sung |
|in the divine tongue upon MULTIPLE TARGETS. Has a chance to SILENCE. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Requiem] Light Affinity|
+=======================================================================+
|Learned: Divine Knight(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range attack that deals heavy LIGHT damage on |
|MULTIPLE undead units with a rueful requiem sung in the divine tongue. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Day of Reckoning] Light Affinity|
+=======================================================================+
|Learned: Divine Knight(25) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range ability that unleashes a boisterous ballad|
|sung in the divine tongue upon MULTIPLE TARGETS. Has a chance to reset|
|MP and TP. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Poignant Melody] Light Affinity|
+=======================================================================+
|Learned: Divine Knight(4) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range ability that unleashes a heartrending hymn|
|sung in the divine tongue upon MULTIPLE TARGETS. Has a chance to charm.|
|-----------------------------------------------------------------------|
|This skill will make you tear your hair out in frustration in San |
|Bronsa, and its just as good in your hands. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Celestial Song] Light Affinity|
+=======================================================================+
|Learned: Divine Knight(30) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: A medium-range ability that unleashes a rapturous hymn |
|sung in the divine tongue upon MULTIPLE TARGETS. Has a chance to |
|remove the ZOMBIE condition. |
|-----------------------------------------------------------------------|
|I guess if you're too poor to buy Charms of Remission...? |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Absolution] |
+=======================================================================+
|Learned: Divine Knight(15), Priest(18) |
|Usable: Princess |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: NEGATE the effect of CONDEMN, allowing resurrections to |
|be carried out once more. |
|-----------------------------------------------------------------------|
|Maybe if you're REALLY scared of Condemn. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Evilsbane] |
+=======================================================================+
|Learned: Divine Knight(6) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Increase melee damage dealt to umbra units by friendly |
|units within 2 tiles. |
|-----------------------------------------------------------------------|
|Like the other -bane skills this is too narrow to bother with. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[First Aid] |
+=======================================================================+
|Learned: Lord(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ALL ||RT:+16 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Restore HP to all friendly units within 1 tile. |
| |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[First Aid] |
+=======================================================================+
|Learned: Ranger(13), Knight Commander(14) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Remove BOUND, SHACKLE, and STOP from friendly units |
|within 1 tile. Chance of success increases with rank. |
|-----------------------------------------------------------------------|
|Admittedly those are incredible annoying status that you'll see with |
|some frequency, but the success rate is a crapshoot and it takes |
|forever to skill up. So this just ends up being a frustrating skill. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Back Attack] |
+=======================================================================+
|Learned: Ranger(8), Buccaneer(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Cause attacks to hit as if they were being made to the |
|target's back, regardless of the target's facing. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Holy Water] |
+=======================================================================+
|Learned: Priest(6) |
|Usable: Princess |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 3 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Destroy a stilled undead unit. |
| |
|-----------------------------------------------------------------------|
|Pretty awesome. Here's a tip: Many staves are undead slayers, smack |
|those undead for significant damage to build up TP! Alternatively, |
|a Baldur Shield should be standard equipment for the users of this |
|skill, and it can do a bit of damage too. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Break Curse] |
+=======================================================================+
|Learned: Priest(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 3 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Remove CURSE, WITHER, and ADDLE. |
| |
|-----------------------------------------------------------------------|
|Who cares? |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Princess' Whim] |
+=======================================================================+
|Learned: Princess(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Remove a debuff from friendly units within 1 tile. |
|chance of success increases with rank. |
|-----------------------------------------------------------------------|
|This blows. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Lucky Star] |
+=======================================================================+
|Learned: Princess(20) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 35 ||RT:+17 ||Range: 1 ||Area: 3 |
|-----------------------------------------------------------------------|
|Description: Raise the LUCK of friendly units within 2 tiles by |
|between 1 and 5 points. |
|-----------------------------------------------------------------------|
|Luck isn't permanent so this is a waste of time. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Iron Maiden] |
+=======================================================================+
|Learned: Dark Priest(20) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Inflict WITHER and POISON on enemie units within 1 tile. |
|Chance of success increases with rank. |
|-----------------------------------------------------------------------|
|I heard its pro to run your squishy caster into melee for a crapshoot |
|chance to inflict crappy status. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Bloody Gag] |
+=======================================================================+
|Learned: Dark Priest(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Inflict SLEEP and SILENCE on enemie units within 1 tile. |
|Chance of success increases with rank. |
|-----------------------------------------------------------------------|
|lol. At least Sleep doesn't suck, but this class can already cast |
|sleep normally, so why bother? |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Consecrate Edge] |
+=======================================================================+
|Learned: Paladin(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 30 ||RT:+16 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant LIGHT-TOUCHED to the user. |
| |
|-----------------------------------------------------------------------|
|Instill Light, but for TP and cast on the Paladin itself only. Doesn't|
|waste your turn, so this is nice in the thick of battle. A nice boost |
|to damage as usual. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Sublime Sacrifice] |
+=======================================================================+
|Learned: Paladin(20) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 100 ALL ||RT:+30 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: REVIVE an INCAPACITATED friendly unit by sacrificing the |
|unit. |
|-----------------------------------------------------------------------|
|I don't see the point of this when anyone can use Blessing Stones. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Eyes of Heaven] |
+=======================================================================+
|Learned: Astromancer(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 25 ||RT:+15 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Reveal how many experience points and skill points you |
|have earned. |
|-----------------------------------------------------------------------|
|Err. This is a novelty and nothing more. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Stardust Grace] |
+=======================================================================+
|Learned: Astromancer(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Remove STUN, SILENCE, and PETRIFY from friendly units |
|within 1 tile with a 100% success rate. |
|-----------------------------------------------------------------------|
|100% chance of success, oh boy! This isn't terrible, but you can do |
|better with your skill slots most of the time. Handy in Stun and |
|Petrify heavy environments though, like the lightning and earth |
|shrines. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Huapango Winds] |
+=======================================================================+
|Learned: Vartan(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Inflict STAGGER and AIR AVERSE on enemy units within 1 |
|tile. Chance of success increases with rank. |
|-----------------------------------------------------------------------|
|This is fairly crappy unless you have something specific in mind with |
|that Air Averse, in which case you might be able to put it to some good|
|use. Typically though this isn't worth the skill slot. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[El Colas Winds] |
+=======================================================================+
|Learned: Vartan(15) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Grant TRUESTRIKE and AIR-TOUCHED to friendly units within|
|1 tile. |
|-----------------------------------------------------------------------|
|Air-touched becomes a significant boost to your units damage, so there |
|is almost nothing bad to say about this skill, especially since Vartans|
|don't have any other useful skills to spend their TP on besides |
|finishing moves. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Paralysis Blade] |
+=======================================================================+
|Learned: White Knight(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 35 ||RT:+17 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant STUN-BRINGER to the caster. |
| |
|-----------------------------------------------------------------------|
|As described in the White Knight section, this is really pretty good. |
|Stunned units can't counterattack, so this effectively renders your WK |
|uncounterable, and is good for minimizing incoming damage too when the |
|stumble kicks in. Works with your own counters and is cheap in TP too!|
+-----------------------------------------------------------------------+
+=======================================================================+
|[Velocity Shift] |
+=======================================================================+
|Learned: White Knight(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ALL ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Reduce RT of friendly units within 1 tile by the amount |
|of TP spent. |
|-----------------------------------------------------------------------|
|Almost Paradign Shift. Some creative use of this can lead to devasting|
|results. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Nature's Whisper] |
+=======================================================================+
|Learned: Shaman(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 20 ||RT:+14 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Reveal the state of the eight elements on the |
|battlefield. |
|-----------------------------------------------------------------------|
|Okay, well. Compared to Eyes of Heaven this at least tells you |
|something sort of helpful. Still a novelty more than anything though. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Nature's Touch] |
+=======================================================================+
|Learned: Shaman(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Add bonus daamge to the next elemental spell cast. |
| |
|-----------------------------------------------------------------------|
|This adds a SIGNIFICANT amount of damage, letting a Shaman slaughter |
|tightly packed formations with AOE spells or easily bring down tougher |
|targets with Summon spells. Or both at the same time with a Forbidden |
|spell. Bottom line: This is the best skill any caster gets. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Witch's Smile] |
+=======================================================================+
|Learned: Wicce(3) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: CHARM enemy units within 1 tile. Chance of success |
|increases with rank. Has no effect on female units. |
|-----------------------------------------------------------------------|
|This is like a super crappy Charm spell. Why? |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Magic Time!] |
+=======================================================================+
|Learned: Wicce(10) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 40 ||RT:+18 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant SPELLCRAFT and SPELLSTRIKE to the caster. |
| |
|-----------------------------------------------------------------------|
|The TP cost means you can't always sustain this especially alongside |
|Meditate, but if Deneb is getting hit then you're probably good to go. |
|This doesn't use up a turn unlike Enlighten or Spiritstone of the Stars|
|so it does end up being a solid improvement to the Wicce. |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Stirring Kiss] |
+=======================================================================+
|Learned: Wicce(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 2 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: A medium-range ability that blows a memorable kiss at a |
|SINGLE TARGET. Has a chance to SHACKLE and HOBBLE. |
|-----------------------------------------------------------------------|
|This would be sort of nice if the Wicce weren't already able to inflict|
|Shackle...but it can, at longer range and without wasting valuable TP |
|better spent on Magic Time! |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Echoing Voice] |
+=======================================================================+
|Learned: Songstress(8) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Double the duration of songs. |
| |
|-----------------------------------------------------------------------|
|Not a bad skill, but songs aren't amazing to begin with. Probably |
|better off saving the TP. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Resounding Voice] |
+=======================================================================+
|Learned: Songstress(16) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Increase the range of songs by 1. |
| |
|-----------------------------------------------------------------------|
|Frankly this should have been a passive support skill. Oh well. |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Evade] |
+=======================================================================+
|Learned: Buccaneer(8), Hoplite(?) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 70 ||RT:+24 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant NULLIFY to the caster, allowing them to completely |
|avoid the next physical attack. Note that item effects will also be |
|affected. |
|-----------------------------------------------------------------------|
|Generally this isn't a skill that warrants an entire skill slot. Its |
|not bad, but the Buccaneer at least has better things to do with its |
|skills slots and time. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Apostate] |
+=======================================================================+
|Learned: Buccaneer(20), Hoplite(??) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Render unit immune to magic attack until next attack |
|turn. |
|-----------------------------------------------------------------------|
|This is rather decent, although the TP cost is pretty high. Still, |
|it can be very useful in battles with many enemy casters, especially |
|sine the Buccaneer is otherwise pretty vulnerable to magic. |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Stirring Kiss] |
+=======================================================================+
|Learned: Buccaneer(18) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 2 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: A medium-range ability that blows a memorable kiss at a |
|SINGLE TARGET. Removes Shackle and Hobble. |
|-----------------------------------------------------------------------|
|Heh, well, I suppose this is a nod at those dashing swashbucklers and |
|such. A direct counter to the Wicce's skill with the same name, but |
|this one is probably a bit more useful... |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Intimidate] |
+=======================================================================+
|Learned: Knight Commander(10), Juggernaut(??) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 2 |
|-----------------------------------------------------------------------|
|Description: Cause the READIED SKILLS of enemy units within 1 tile to |
|FADE. Chance of success increases with rank. |
|-----------------------------------------------------------------------|
|If this skill were guaranteed success you might do more than glance at |
|it, but unfortunately it is not. |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Intercession] |
+=======================================================================+
|Learned: Knight Commander(14), Patriarch(??) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 50 ||RT:+20 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Grant NEGATE to the caster, allowing them to completely |
|avoid the next magical effect. Note that this includes NINJUTSU and |
|WAR DANCES. |
|-----------------------------------------------------------------------|
| |
| |
| |
| |
+-----------------------------------------------------------------------+
+=======================================================================+
|[Ivory Tower] |
+=======================================================================+
|Learned: Knight Commander(23), Patriarch(??) |
|Usable: None |
|-----------------------------------------------------------------------|
|TP: 75 ||RT:+25 ||Range: 1 ||Area: 1 |
|-----------------------------------------------------------------------|
|Description: Render unit immune to physical attack until next attack |
|turn. |
|-----------------------------------------------------------------------|
|Obviously this is pretty powerful, except that the Knight Commander |
|doesn't really need it. Very nice for the Patriarch though. |
| |
| |
+-----------------------------------------------------------------------+
END.